
/* GCSx
** ANIMGROUP.H
**
** Animation group support, objects and drawing
** Doesn't include any editor-only functionality
*/

/*****************************************************************************
** Copyright (C) 2003-2006 Janson
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
** 
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111, USA.
*****************************************************************************/

#ifndef __GCSx_ANIMGROUP_H_
#define __GCSx_ANIMGROUP_H_

// One tile within a animation image
class AnimComponent {
public:
    class TileSet* tileset;
    Uint16 index; // specifically allowed to go past # of tiles without error- just blank
    Uint16 x; // ranges from 0 to size of image - 1
    Uint16 y; // (editor tries to enforce "size of image minus size of tile", but
              //  this could be exceeded in some situations)
    Uint8 r;
    Uint8 g;
    Uint8 b;
    Uint8 alpha;
    Uint8 effects; // See enum
    
    enum {
        EFFECTS_FLIP   = 0x01,
        EFFECTS_MIRROR = 0x02,
        EFFECTS_ROTATE = 0x04,
        EFFECTS_ALL = 0x07,
    };
    
    AnimComponent();
};

// An entire single animation image or frame
class AnimFrame {
public:
    AnimComponent* comps;
    int count; // zero is ok
    
    Sint16 xOrigin; // point of origin for display- 0,0 for standard upperleft corner
    Sint16 yOrigin;
    Sint16 xOffs; // no limit- this is the amount the sprite itself moves by
    Sint16 yOffs;
    Uint8 delay; // cycles to delay- 1 or more

    AnimFrame();
    ~AnimFrame();

    void setCount(int newCount);
    const AnimFrame& operator=(const AnimFrame& from);
};

// An entire animation sequence (one or more frames)
class AnimSequence {
public:
    std::string name; // @TODO: lowercase?
    AnimFrame* frames;
    int width;
    int height;
    int count; // minimum one frame once created/loaded, although constructed with zero
    
    enum AnimLoop {
        LOOP_NONE = 0,
        LOOP_FORWARD,
        LOOP_PINGPONG,
    };
    
    AnimLoop loopType;

    AnimSequence();
    ~AnimSequence();

    void setCount(int newCount);
    const AnimSequence& operator=(const AnimSequence& from);
};

class AnimGroup : virtual public LoadOnly {
protected:
    // Is the library cached to our file and not in memory?
    int cached;
    FileRead* cacheFile;
    int lockCount;

    // Name of animation group, where it's located
    std::string name;
    std::string nameL;
    class World* world;
    
    // Numeric ID- computer-generated- unique to world- nonzero
    int id;
    
    // Default size for a new animation
    int defWidth;
    int defHeight;
    
    // Number of animations
    int numAnim;
    
    AnimSequence* anims; // CACHEABLE
    
    enum {
        // Default image size, when creating a blank set
        IMAGE_DEFAULT_SIZE = 32,
    };
    
public:
    // Id must be unique; use ID of 0 if we're going to load anyways
    AnimGroup(class World* myWorld, int myId = 0); // Starts with default settings
    virtual ~AnimGroup();
    
    // Do any of our animation frames use a given tileset?
    int usesTileSet(const class TileSet* tileset) const;
    
    // Accessors
    int getCount() const { return numAnim; }
    const std::string& getName() const { return name; }
    const std::string& getNameL() const { return nameL; }
    const class World* getWorld() const { return world; }
    class World* getWorld() { return world; }
    int getId() const { return id; }
    int getBlockType() const { return WorldFileLoad::BLOCKTYPE_ANIMGROUP; }
    
    // File access
    void loadHeader(FileRead* file) throw_File;
    void loadContent(FileRead* file);
    int isContentCached() const;
    void cacheLoad() throw_File;
    int markLock() throw_File;
    int markUnlock();
    int isLocked() const;
    
    // Any content-accessor functions- remember to call markLock first!
};

#endif

